#ifndef BLANK_MODEL_SHAPE_HPP_
#define BLANK_MODEL_SHAPE_HPP_
-#include "BlockModel.hpp"
-#include "EntityModel.hpp"
-#include "OutlineModel.hpp"
-#include "SkyBoxModel.hpp"
+#include "../graphics/BlockMesh.hpp"
+#include "../graphics/EntityMesh.hpp"
+#include <memory>
+#include <vector>
#include <glm/glm.hpp>
namespace blank {
-class AABB;
-class Ray;
+struct CollisionBounds;
+class TokenStreamReader;
-struct Shape {
+class Shape {
- /// the number of vertices (and normals) this shape has
- size_t VertexCount() const noexcept { return vtx_pos.size(); }
- /// the number of vertex indices this shape has
- size_t VertexIndexCount() const noexcept { return vtx_idx.size(); }
+public:
+ Shape();
- const EntityModel::Normal &VertexNormal(size_t idx) const noexcept { return vtx_nrm[idx]; }
- EntityModel::Normal VertexNormal(
- size_t idx, const glm::mat4 &transform
- ) const noexcept {
- return EntityModel::Normal(transform * glm::vec4(vtx_nrm[idx], 0.0f));
- }
+ void Read(TokenStreamReader &);
- /// fill given buffers with this shape's elements with an
- /// optional transform and offset
- void Vertices(
- EntityModel::Buffer &out,
- float tex_offset = 0.0f
+ void Fill(
+ EntityMesh::Buffer &,
+ const std::vector<float> &tex_map
) const;
- void Vertices(
- EntityModel::Buffer &out,
+ void Fill(
+ EntityMesh::Buffer &,
const glm::mat4 &transform,
- float tex_offset = 0.0f,
- EntityModel::Index idx_offset = 0
+ const std::vector<float> &tex_map
) const;
- void Vertices(
- BlockModel::Buffer &out,
+ void Fill(
+ BlockMesh::Buffer &,
const glm::mat4 &transform,
- float tex_offset = 0.0f,
- BlockModel::Index idx_offset = 0
+ const std::vector<float> &tex_map,
+ std::size_t idx_offset = 0
) const;
- void Vertices(
- SkyBoxModel::Buffer &out
- ) const;
-
- /// the number of vertices this shape's outline has
- size_t OutlineCount() const { return out_pos.size(); }
- /// the number of vertex indices this shape's outline has
- size_t OutlineIndexCount() const { return out_idx.size(); }
-
- /// fill given buffers with this shape's outline's elements
- void Outline(OutlineModel::Buffer &out) const;
-
- /// Check if given ray would pass though this shape if it were
- /// transformed with given matrix.
- /// If true, dist and normal hold the intersection distance and
- /// normal, otherwise their content is undefined.
- virtual bool Intersects(
- const Ray &,
- const glm::mat4 &,
- float &dist,
- glm::vec3 &normal
- ) const noexcept = 0;
-
- /// Check for intersection with given OBB.
- /// The OBB is defined by box and box_M, M is applied to the shape.
- virtual bool Intersects(
- const glm::mat4 &M,
- const AABB &box,
- const glm::mat4 &box_M,
- float &depth,
- glm::vec3 &normal
- ) const noexcept = 0;
-
-protected:
- void SetShape(
- const EntityModel::Positions &pos,
- const EntityModel::Normals &nrm,
- const EntityModel::Indices &idx);
- void SetTexture(
- const BlockModel::TexCoords &tex_coords);
- void SetOutline(
- const OutlineModel::Positions &pos,
- const OutlineModel::Indices &idx);
private:
- EntityModel::Positions vtx_pos;
- EntityModel::Normals vtx_nrm;
- EntityModel::Indices vtx_idx;
+ static float TexR(const std::vector<float> &, std::size_t) noexcept;
- BlockModel::TexCoords vtx_tex_coords;
-
- OutlineModel::Positions out_pos;
- OutlineModel::Indices out_idx;
+private:
+ std::unique_ptr<CollisionBounds> bounds;
+ struct Vertex {
+ glm::vec3 position;
+ glm::vec3 normal;
+ glm::vec3 tex_st;
+ std::size_t tex_id;
+ };
+ std::vector<Vertex> vertices;
+ std::vector<std::size_t> indices;
};